Resident Evil 5 - Money & Point Farming FAQ/guide

Resident Evil 5
_________________
Money Farming
and the Guide to
Perfecting your Game Save*
* This does not include the b.s. extra tasks, also known as trophies and
achievements. Simalcrum will list some pointers in a small section under extra
tasks and accolades in this file.
Lately, simalcrum's been hearing a lot of nice bullshit online about, "Gee,
this-and-this stage is great for money farming!" when in fact, most of these
low-life jerks don't have a goddamned clue about time and resource investment.
This could explain how the American economy is in such a piece of crap state --
your returns are not necessarily monetized in one easy to use credit chit.
Here's a nice fat explanation at the request of someone higher up to explain
the best method of farming money, so you can start sending 20 rockets a minute
down the throat of Excella. That sentence is a total turn on.
Starting Off
Starting off Resident Evil 5, you will not have access to a lot of anything,
save what you can find. Please check this file for all the free weapons you can
find while playing this dumb game: Free Weapon Locations (RE5)
Simalcrum would recommend playing the game on Amateur, as the set-up of the
whole game is more like Shin Sanguo Musou (Dynasty Warriors to Yankee American
Dog), which necessitates a slow farming process that's alien only to players
who've never played Monster Hunter (MOHU!!). By going through on Amateur, you
will be able to see where most of the events and traps are, without dying so
fast that you cannot learn from your mistake. Make an effort to save items, and
should you need to replay an earlier stage to farm it for ammo or treasure for
some early power-ups, do so.
If you have the chance, go through the stages as quickly as possible, kill as
many enemies as possible, do not continue (going into the dying phase does not
count), and above all -- do not miss when shooting enemies (shooting item
containers is a miss). This lets you get a high grade, which translates into a
hefty amount of exchange points. By the time you go through this whole labor
called "Story Mode", you will have amassed close to 10,000 to 15,000 exchange
points (more if you chose to re-farm areas).
Saving exchange points is crucial. More about this later.
Power-up the following
You want to power up the following weapon(s) so you can buy the infinite ammo
for that weapon as soon as you complete the game. The bonus features (or boner
features) are unlocked only by completing the final stage (any difficulty). In
bonus features, you exchange your exchange points (or EP) for special stuff
like infinite ammo. To get infinite ammo though, you need to completely upgrade
a weapon (and preferably keep it around, because of the firepower upgrades). To
do that, you need money -- and lots of it.
But it's better to power-up a single weapon rather than several, so you have at
least one infinite weapon when you beat the game. This means while you play
through the game the first time, you may not be dishing out the upgrades as
much as you like.
Smith Wesson Model 29 Magnum (preferred)
If you can, power up this weapon to its maximum and make it infinite (for
15,000 EP). Although it is expensive, it is very handy to have around. What's
more, is that you can grab more of the same weapon in stage 3-2. In its base
state, the damage of the weapon is an impressive 1700 damage. If you have
infinite ammo for it, you don't need to power it up to make it a very lethal
option to your piss-ant handgun.
Handgun 92F (optional but very likely 1st)
You may power-up this weapon chiefly because of the ammo nightmare you might've
heard about later (in 6-3), but unless you are really running short on
firepower, you can just focus on firepower and upgrade the magazine when you
need to. If you do manage to make this an infinite weapon (your first one), you
might as well use it (you can sell the ammo of an infinite weapon to make more
money).
Ithaca M37 (optional but likely first)
You get this shotgun early, and if you power it up, it can be a fairly
powerful, if cheesy infinite weapon. However, there're better weapons to shoot
for first. The upside to the infinite Ithaca is its relatively affordable EP
price of 8000 points. Once infinite, the weapon is a handy boomstick.
Stage Cycling 4-1
A cycle is a period between two points (in game terms). This period is a
measure of time. Hence the time you spend is your investment. What you get from
it depends -- items, ammo, money, gems, etc. Since you are aiming to farm
money, then the return you are going to focus on is money, gems, and extra
weapons or crap you can afford to sell.
Simalcrum's choice of cycling (solo) is stage 4-1, and here's the run-down.
First off, do you have an infinite weapon? If you do not, you will need to pack
some extra weapons to deal with some problems in this stage (arrow snipers and
the boss). If you do, then ask yourself the next question:
Is your infinite weapon a magnum? If not, then you will need to keep something
heavy (like a magnum) for the boss. The arrow snipers can be closed in with and
fired on with infinite ammo of any type (since you don't reload).
If you do have an infinite magnum, chances are you're doing really well or know
about the farming already.
In any case, use mission select and head to stage 4-1. Unless you are
completely at ease with the stage, you may want to use Amateur or Normal
difficulty. The difficulty level will not adjust the amount of money you
collect, just the exchange points you earn when you clear the stage. Don't
forget to collect the small bits of gold dropped by enemies. Every little bit
counts.
The Spider Cave
There is a treasure in a chest in the spider cave, and a gemstone embedded in
the spider silk above the spot where you mantle up to the treasure chest. When
fighting the spiders, keep an eye out for shiny objects in the torches and in
the skulls. There are three extra gems in this area simalcrum knows about: the
torch near the exit (knife and collect), and the two skulls on the ground (ditto).
The Tombs
The next area is partly key to your money making, as it has two sarcophagi with
money inside. There are also some extra gems. At the first two item jars, there
is a gem embedded in the nearby stone arch. Shoot it before dropping down
towards the collapsing bridge. In the room with the mummy, there is a necklace
on the mummy's remains. Before dropping into the trap door, loot both
sarcophagi of money and gems.
The Narrow Corridors
Nothing special, just the three chests with gems in each. The enemies here drop
some gold, but not a lot. Still, collect them all.
The Fire Ball Room
Kill the two archer snipers, but let the shield enemies get their buddies to
appear before you commence the attack (more gold dropped). Turn the crank and
stop the balls of fire by diving through the closing door. Head back into the
room, and if you set your A.I. to attack, it will forage for item containers
and items.
The Statue Room
After the collapsing corridor, set your A.I. to attack and it will start
foraging for item jars. Be sure to collect the free grenade launcher ($1000)
before you start using the statues, or you cannot get it anymore. If you miss
the prox mine, the grenade launcher's 12 explosive rounds will help you tip
over the boss. Afterwards, you sell it because you'll be back here in a jiffy.
After pulling the cords on each statue, collect the gem from its base. There is
a chest on the other side of the wall next to the green statue (treasure).
Once the ambush begins, simalcrum heads to the top, drilling most of the
snipers and enemies, and shooting the ceiling where they were for an extra gem.
From the ambush, the only thing left is to pull the two cords on two different
levels (be sure to collect the gems from both the top and bottom statues). The
prox mine is on the bottom level where three item jars are. There are also some
nitrogen (or electrric) rounds in a chest on the top level near the one-armed
statue. Collect those and sell them if you like (note you can buy grenade
launcher ammo from the store after you find the first batch).
Pull the last statue (red), get its gem, and kill the boss by prox mining it
then using a magnum or similar explosive on its exposed abdomen. Killing the
boss should net you a gem worth about 25% of the whole stage's loot.
The Pay-off
Depending on the gold drops, you can usually net at least $35,000 to $40,000.
By completing the stage (just go up the stairs and exit to stage 4-2) you also
earn a few exchange points, so you can economize on your time (by earning some
points instead of nothing). The fastest time simalcrum was able to get on solo
is 16'48". With an avid human partner, you can do it faster, but this method is
pretty handy to do alone.
Other Stages
There are other potential stages for money farming, but they are pretty much
not as handy and you do not earn any exchange points for the same amount of
time. Hence, they are inferior. Accept no other substitute. If you want to test
them out yourself, you are free to try them:
Stage 3-1 Chicken Island
By constantly going back and forth between the center island and the checkpoint
at the gator pit, you can theoretically pick up a load of eggs (without the egg
glitch) offline. Eggs sells for various amounts and since enemies only appear
on this stage after you do certain things, you can empty out your pockets and
fill up on eggs to sell. The chickens lay eggs each time you enter/re-enter the
marsh map (the global one, not the maps where the map centers on the island --
which is indicative of enemy presence).
The problem is time. This is time-consuming. However, it does have the
potential for one thing: getting golden and rotten eggs. If you haven't found a
rare egg of that type yet, you may want to try this trick of cycling chickens
on the island.
Stage 5-1 Licker Avenue
Simalcrum tried this one and though it is faster, the pay-off of the time
invested is not as good. You also need infinite weapons to make the case for it
(and the speed). As with the numerous other stages where you quit a checkpoint
in mid-stage, you cannot get the bonus exchange points from stage completion.
Hence -- useless!
From the start of the underground lab, you will come across some animal jails
and licker cells. Killing all the lickers to the lab's exit elevator will yield
four Lion Heart gems (total $10,000). Since you can quit the game after the
exit elevator arrives, you can re-farm this area (and get some free herbs) if
you like. The total time with infinite magnums and shotguns (or rocket
launchers) is about 5 minutes. Considering you can earn more than three times
as much with 4-1 and get exchange points in the process, this method is not
worth simalcrum's time.
Jason King Wrote:
Just got around to reading this, a lot of good useful info, but I think you
missed out on some things on, "Stage 5-1 Licker Avenue" When you first start
the level if you turn around and shoot there is a gem that can get you 1000,
then off to the left is a beetle that gives you 2000, then the room with the
safe gives you 3000, the four hearts are 10000, so you get about 16k in 5mins,
can probably pick up the two grenades and 200 extra gold to make another 1k and
still do it in 5mins. Hope this info improves the guide.
Stage 5-3 Licker Avenue 2
The licker chamber where you need to lower the drawbridge to the room where you
fight Jill and Wesker has an abundance of lickers but possibly fewer gems. If
you have an infinite weapon, you can try this and compare the money values,
however, since you don't want to finish the stage, you cannot earn exchange points.
Technically anywhere
You can technically farm items and money anywhere by quitting the game and
returning to an area you are comfortable with. It's the same layout as Devil
May Cry 3, Shin Sanguo Musou, and the Onechambara games (all of them). If you
like this sort of logistic layout, then you will appreciate it. If not, you
will detest it quite ferverently. Simalcrum's advice is to shut the hell up,
especially if you bought the game at $59.99.
Points (XXX-change Points) Farming
Simalcrum didn't forget this part. Simalcrum was just busy. Exchange points (or
EPs/XPs) are used for buying crap in the the Bonus Features menu. They are
awarded according to how well you do in the story mode and in mercenaries mode.
Since you need something close to 5 to 10 minutes for some stages (and some
item management), it would be far easier to "let loose" your logistics
restraints and simply use Mercs to grab EPs once you have no more need of
money. Refer to the Mercs FAQ here: http://faqs.ign.com/articles/965/965356p1.html
for pointers on gathering experience points in Mercenaries mode. For Story
mode, the most common results:
Amateur Difficulty
A-rank 900
S-rank 1000
Normal Difficulty
A-rank 1000
S-rank 1500
Veteran Difficulty
A-rank 1500
S-rank 2000
The amount of time you spend is dependent on the stage, and how many times you
can cycle it without going insane. Hence Mercenaries. Since a majority of the
outcomes in Mercs (Mad Jackal) mode is randomized (including your starting
position), you can be assured of a fast and insanely good game of catching the
best score possible. Since Mercenaries is timed, you will spend no more than 5
to 6 minutes (assuming no bonus time from melee kills, and just time from the
time plus items) and is possible to get about 1500 to 2000 points.
There're other advantages in playing Mercenaries mode -- you don't worry about
items.
No matter how many items you spend or collect in Mercs, it will have no bearing
on your story mode, hence you can go nuts (to term it loosely) and frag/f--k
the whole gaggle of enemies who appear just because you can. The problem though
is you cannot bring any assistance into the Mercs character. WYSIWYG (what you
see is what you get) for all the templates, hence you need to work a template
well to get the score you want.
While this is comparable to some short stages (chiefly stage 1-2), simlacrum
would like to mention another key point. Mercenaries pays off like Veteran mode
-- but the damage done is only Normal (hence survivable). So you don't endanger
your items, etc. trying to plow through a stage. However, you can still take
the same argument simalcrum used for 4-1: you can earn money as well as points
for the same time amount of work.
However, there is another assumption -- that money = exchange points in
BioHazard 5. Actually, money is easier to earn than exchange points. Exchange
points are worth approximately 10 to 100 times more than money, depending on
how much money you can theoretically earn in a stage. Once you've fully
upgraded your weapons, you're done with money (unless you need to buy First Aid
Sprays or grenade ammo).
Hence: Mercenaries, Mercenaries, non-Playground of Destruction / World in
Flames Mercenaries! No worries. No logistics. Just bring a friend (you need to
double your total score, but you have twice the firepower) and you're set. Now
the stages (in brief, because you earnestly learn more by fighting in them than
reading about it):
Public Assembly
Axe men are the special infected here. This area looks chaotic, but it is the
easier one to get familiar with: chiefly because you can survive one hit from
the axe man and there's enough room to run around. There are a few places where
you can hole up but with two players (or use a fully loaded magnum if the axe
man appears - you cannot do some tricks here with B.S. Chris that you can with
Wesker STARs).
Mines
Black boxers and bug reapers are the special infected here. The mines' tunnels
are a death trap with the damn bugs (one hit kills) but they are perfect for
the hordes of idiots running towards you. Farm the time cards in the tunnels,
then break out into the main chamber to funnel your point-carrying buddies
(enemies) to your shotgun. Note there're spots in the main chamber you can
climb to and funnel enemies up ladders, etc. (esp. the bugs).
Village
Tribal Masked men and the bulb head zombies are the special infected here. The
ambush village in 3-2, minus the drawbridge and the exit to the start of 3-2.
It's a stage similar to the one in Public Assembly, but more like the Spanish
village in RE4 (but African). Note you can use the windows but not ladders to
escape enemies (the African zombie enemies need to mantle over windows, but
they can jump from the ground floor to higher levels without ladders now).
Ruins
Tribal Masked men and the bulb head zombies are the special infected here. This
is the 4-2 area with the lasers. There are no more lasers (it would be too easy
to trap and kill everyone), but the layout is there. You can funnel enemies on
the bridges, but watch for enemies with the explosive arrows. While the
corridors are narrower than the ones in the slumtown, the enemies here are just
tough -- they will not kill you instantly like the goddamned reaper bug in the
mines.
Research Lab
The bulb head zombies and lickers are the special infected here. This area is
multi-tiered and tough to rejoin a partner. Also, enemies will use rocket
launchers in this zone, so you will need to get up close or evade missiles. It
is possible to funnel enemies at the tops of ladders, and if the enemies can
shoot RPGs at you (even if something like an indestructable fence is in the
way) they will. You can use the GoldenEye "shoot-past-the-gap" trick here on
the lickers, but most enemies have AK74s or RPGs and they will shoot back.
Smelter (Refinery)
Mini-gunners are the special infected in the refinery/ship's hold. A similar
set-up to the 5-3 room with the conveyor belts. The mini-gunners are tough at
short and medium range, but doubling up on them will kill them in a hurry
(mines take too long). The best place to hole up (until enemies run out or you
need to kill the chickens) is the small room on the upper level. If you
remember, this is the room that held the PSG-1. Enemies go through the door or
the vent inside the room, so you can use it to defend a bit if you are about to
die.
Ship Deck
Chainsaw men are the special infected here. A tough stage using the Ship Deck
(6-1) but with some changes. You still need to use the shooting switches to go
some places, so it's best to regroup with your merc partner and stock up a few
RPGs at the crane (and the area past the zipline). Remember to menu reload and
arrange items while on the zipline (saves time). The RPGs are primarily for the
bastard chainsaw men -- you may want to use Safari Chris just to add a few more
rockets early on.
Prison
Axe men and the block boxers are the special infected here. The amount of elite
enemies here mean you need to pair up and use Safari Chris or Wesker STARS.
Something with punch. Gang up and waste enemies using all the explosives you
have and hope your shotgun or boom stick is enough to handle the rest of the
enemies. Saving flash grenades for the whiptails is required, as you need to
expend ammo on all the rest of the tough enemies who will appear in threes and
fours.
Handy Knowledge
B-rank = Unlocks a new mercenaries stage. Minimum is 20K (solo) and 40K (2P).
A-rank = Unlocks a new mercs template. Minimum is 40K (solo) and 80K (2P).
S-rank = Means you're getting close to SS-rank. Minimum is 60K (solo) and 120K
(2P).
Extra Accolades
For most of the accolades, you can do in either Story or Mercs modes.
Beating the Game, etc.
Complete all the chapters on all four (Amateur, Normal, Veteran, Professional)
difficulties. You can score any grade.
Egg Hunt
There are four types of eggs, and you earn them from slaying snakes or by
waiting for chickens to lay them. You need to have one of each egg type in the
inventory for this condition to be satisfied.
All Dressed Up
Purchase all costumes (STARs, Clubbing, Tribal, Safari) from Bonus Features.
The Bonus Features are unlocked after completing the final chapter.
Stockpile
Purchase or obtain all available weapons. You can bag about 80% of the weapons
for free. The rest you have to unlock by upgrading the Beretta 92F, VZ61
Skorpion, Ithaca Model 37, S75 Rifle, and Smith Wesson Model 29. Note that the
various grenade types count as well, so you may want to keep one of each in
your inventory. A list of free weapons can be found here:
http://faqs.ign.com/articles/964/964461p1.html
Take It to the Max
Completely upgrade all weapons. This doesn't apply to Chris' minigun or Sheva's
bow.
They Belong in a Museum
Obtain all treasures in the game. Refer to this guy's Treasure Guide:
http://faqs.ign.com/articles/965/965295p1.html
Badge of Honor
Find all (30) B.S.A.A. emblems. In mission select, the number of B.S.A.A.
emblems for each map are displayed. A handy guide to all 30 of these bastards:
http://faqs.ign.com/articles/962/962747p1.html. Note the emblems will re-appear
each time you continue or re-visit a mission (even if you've shot it before).
They're Action Figures!
Purchase all the figurines in Bonus Features. This will set you back 500 EP per
pop, or about 10,000 points or so (if there are 20 gashapon).
A Friend in Need
Save a partner ten (10) times when the warning message "HELP" is displayed.
This should be easy. Just press the partner assist button.
Lifeguard
Save a partner ten (10) times when the warning message "DYING" is displayed.
This is a little more dangerous (because the character can actually die).
Exploding Heads
Executed twenty (20) headshots.
A Cut Above
Defeat five (5) enemies with the Knife.
Cattle Prod
Defeat thirty (30) enemies with the Stun rod.
Crowd Control
Defeat thirty (30) enemies with Chris' Gatling gun.
Bull's-eye
Defeat thirty (30) enemies with Sheva's Longbow.
Get Physical
Defeat twenty (20) enemies with physical attacks. Shoot an enemy in the lower
body, then suplex.
The Works
Hit an enemy three times with melee strikes. A human partner is preferable.
After you instigate the first melee hit, let your partner do the next hit, and
you follow up with the final hit. Works well if you exploit this in the
Mercenaries against the special infected.
Lead Aspirin
Headshot a zombie in mid-jump. You have to get it to jump first (Public
Assembly in Mercs, the top of the bus is an example of such a spot). If you
have a spot in story mode with a checkpoint before, you can choose to restart
if you run out of enemies (or you fail).
Fireworks
Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade.
Be the Knife
Deflect a bow gun arrow with your knife.
Meat Shower
Defeat three (3) zombies with one grenade or proximity bomb. Use Mercs mode.
Things get interesting with B.S. Chris' five hand grenades in the Mines or the
water channel in Public Assembly.
Go into the Light
Defeat two (2) enemies (Las Plagas) with one flash grenade. The whiptail,
flying thing, or bulbhead zombies are all vulnerable to flash grenades (hand or
launcher). The bulbhead zombies especially, are handy to take out with flash,
since they are so damn tough.
Ride the Lightning
Defeat a zombie using the electric current from a transformer. Public Assembly
in Mercs mode mimics stage 1-1 and part of 1-2 (the area just past the gate).
There are several transformers on the power poles that can be shot down and
dropped on enemies.
Stop, Drop, & Roll
Defeat three (3) zombies at once by setting oil canisters on fire. Public
Assembly or stage 1-1. The fire cans next to the bus. You can set yourself on
fire as well (doesn't really matter on Mercs) if you need to lure three dudes
into the range of the fire.
Baptism by Fire
Defeat three (3) zombies at once with a drum or gas tank explosion. Harder to
do since the explosion might kill you, but there're a few exploders in Public
Assembly you can mess with. Naturally, you have to get three of the little
Third World bastards in range before you detonate the bomb.
Bad Blood
During the first fight with Wesker, damage him a set number of times. An
infinite rocket launcher more or less helps. Wesker will catch the warhead like
he will in the second fight (with the reloadable rocket launcher), so if you
just hold the action button, you will pretty much spam the sucker to death.
Just make sure Jill doesn't wander into the explosion, or her pretty battle
suited butt will get singed (and then she will die, requiring you to continue).
Drive By
Stop an armored truck by taking out the driver. The jeep rail is not very
handy, but either the Dragunov or PSG-1 at the truck bridge is what you're
after. You can also try a machinegun (constant stream of fire) but the accuracy
will be pretty horrible.
Egg on Your Face
Defeat a zombie with a rotten egg. Easy. You get tons of these in Mercs mode.
Since you're strapped for time and space, you should hotspot the damn thing or
equip it, then throw it. The damage is about the same as a grenade, but it will
not explode to take out adjacent enemies.
Heart Stopper
Defeat a licker by stabbing it in the heart. Simalcrum thinks Good Golly Miss
Molly (Sheva) is the primary kicker on this one, since Chris stomps enemies (he
may impale instead, not sure). The trick is to flip the licker with a shotgun
that doesn't kill it. Either pick up a weak shotgun after you make it infinite
(and thus you can fire forever), or use the maxxed Jailbreaker (the weakest
shotgun after maxxing). Flip a licker and approach it with the intent to murder
its sorry ass. In Mercs mode, lickers appear in abundance in the Research map,
but you can find a few lickers in the labs in chapter 5 of Story mode as well.
If you didn't like a game, you shouldn't have spent
your hard earned money to buy it in the first place.
Hence U = pwned
simalcrum